No surprise there. I always held that the FOLONcidal NeG Degeneration Degradation was made specifically to break mods and block FOLON as thoroughly as they could without truly breaking the game... and they nearly managed to anyway.
I don't think deleting all resources is the way to go. This causes crashes and tons of incompatibility issues with NG/pre-NG content.
If time allows, my suggestion would be to :
- change levelled lists so that items never appear in NPCs inventories or containers - "initially disable" (not delete) any placed references in the world - attach invisible perks as "condition" to COBJ/crafting recipes so that these never appear in workbenches - ideally also hide items in workshop not to be placed. Or use a mod like SMM to create a custom menu for those items and be done with it.
However the modularity of your mod is a good concept. I was precisely looking for a way to keep some part of the CC, but disable the other which I don't want to see in the game ever. Hopefully this mod could be given a second look (please?), since I'd definitely use it.
This doesn't delete the Creations. It cancels them until you disable the plugins. Once a blocker plugin is disabled, that Creation will load into the game the next time you start it.
I'm trying this with the Simple Creation Club Delayed NG mod to see if said load will respect the conditions said mod is supposed to impose. If so, the thing Todd Howard hates most will be in play... quests making sense!
If I use SSK's Simple Creation Club Delayed NeG AND this set of mods, I could disable these and enable the location triggers? That way I could run Automatron or do the Slog and Saugus (as just an example), deactivate the Nixes, and start Speak of the Devil and Echoes of the Past on my terms.
(I absolutely hate autostarts and I have no fear of the belt-and-suspenders approach!)
It did not work for me, i applied the recommended load order from the mod description. Sadly the game crashes right back to desktop after i start it. I am assuming its my load order, so i will still endorse the mod and Work of yours.
I was having the same problem, an immediate CTD before it fully loaded the main menu. I dont know if you run it, but mine ended up being caused my the "MCM Booster" mod.
If your game CTD's before the main menu the issue is either you've got a mod that is for the other version (an OG mod and an NG .exe or vice-versa) *or* - more likely - you are missing a master for one of your plugins. Meaning a plugin another plugin is dependent upon is not enabled.
If the CC stuff is not enabled then these plugins would CTD before the main menu because the file they're looking for isn't being loaded.
You are a godsend, I absolutely hated the fanfiction tier quality of skyrims forces cc content. This will save fallout 4 for me, keep it from becoming pure garbage.
- now tested on the second update (13 May 2024) - no evident issues -- it seems the 13 May update did not touch these Next Gen CC items?
It should not need saying, but don't install this mod with anything that depends on the next Gen content. That content won't work and your game will likely crash.
13 comments
1. Use a 'downgrader' utility to downgrade your .exe to the .163 version.
2. Alternatively, use an archive patcher utility to make your old archives compatible with NG.
The latter may not fix all your issues as the NG update changed offsets in the .exe and any mod that is looking for something there may not find it.
If time allows, my suggestion would be to :
- change levelled lists so that items never appear in NPCs inventories or containers
- "initially disable" (not delete) any placed references in the world
- attach invisible perks as "condition" to COBJ/crafting recipes so that these never appear in workbenches
- ideally also hide items in workshop not to be placed. Or use a mod like SMM to create a custom menu for those items and be done with it.
However the modularity of your mod is a good concept. I was precisely looking for a way to keep some part of the CC, but disable the other which I don't want to see in the game ever. Hopefully this mod could be given a second look (please?), since I'd definitely use it.
I'm trying this with the Simple Creation Club Delayed NG mod to see if said load will respect the conditions said mod is supposed to impose. If so, the thing Todd Howard hates most will be in play... quests making sense!
(I absolutely hate autostarts and I have no fear of the belt-and-suspenders approach!)
If the CC stuff is not enabled then these plugins would CTD before the main menu because the file they're looking for isn't being loaded.
- now tested on the second update (13 May 2024) - no evident issues
-- it seems the 13 May update did not touch these Next Gen CC items?
It should not need saying, but don't install this mod with anything that depends on the next Gen content. That content won't work and your game will likely crash.